T11.5 Siege Strategy Guide

CM_Hank
CM_Hank
CS Manager
Joined Apr 2018 Posts: 296
edited 24 Oct 2022, 6:19PM


Captains, welcome to the official T11.5 Siege Strategy Guide. This guide aims to give you some insights on target mechanics for the new Siege hull, the Obliterator. Learn about your enemies, and find general target info to help you in battle. Good luck! 


Vassago’s R&D Base




Vassago seeks to expand his reach with new Research & Development Bases to supplement his existing Robotics Facilities. As Harlock attacks from the south, Greta takes the opportunity to attack her former commander’s new bases from the north. With pressure from above and below, Greta hopes to crush him between the opposing forces. To her dismay, Vassago’s reach has spread further than anyone could have anticipated.



Tier 11.5 Siege Hull: Obliterator


The new Tier 11.5 Siege Hull the Obliterator is equipped with 8 weapons, 2 armor slots, 6 special slots and 1 CIC slot. 

The Obliterator’s main weapon, the Siege Cannon D 100-X, fires a medium-range shot, dealing Ballistic damage with Splash. Equipped with the right Specials, these weapons allow the Obliterator to be quite efficient at taking out either individual turrets or turret clusters.


Using the built-in Rime Cannon



The Obliterator is designed to be the ultimate destructive force against any stronghold. Its built-in weapon, the Rime Cannon, helps make sure of that, while also reducing damage taken by your fleet by firing a region that reduces enemy turrets projectile speed and reload time by 25%.

Using the Rime Cannon is pretty simple, as it shares the same range as other weapons, however it is not affected by reload reductions, so you’ll want to time your engagements carefully to maximize its effectiveness.



Enemy Info



Name: Large Proximity Patrol Mine

  • Type: Smart Mine

  • Health: Untargetable

  • Damage: High

  • Damage Type: Ballistic

  • Splash: High

  • Accuracy: N/A

  • Range: N/A

Note: Follows a set path and explodes on proximity to enemy ships. Avoid if possible.




Name: Small Proximity Patrol Mine

  • Type: Smart Mine

  • Health: Untargetable

  • Damage: High

  • Damage Type: Radioactive

  • Splash: Medium

  • Accuracy: N/A

  • Range: N/A

Note: Follows a set path and explodes on proximity to enemy ships. Avoid if possible.



Name: Pulse-fire Blaster

  • Type: Thrower

  • Health: High

  • Damage: High

  • Damage Type: Radioactive

  • Splash: High

  • Accuracy: N/A

  • Range: Medium

Note: A Draconian Blaster weapon that has a 2 second delay before triggering a large splash blast centered on the Turret



Name: CMDR Thrower

  • Type: Thrower

  • Health: High

  • Damage: High

  • Damage Type: Radioactive

  • Splash: Medium

  • Accuracy: N/A

  • Spread: N/A

  • Range: Medium - Narrow firing arc



Name: CMDR Chaingun

  • Type: Chaingun

  • Health: Medium

  • Damage: Very High

  • Damage Type: Ballistic

  • Splash: N/A

  • Accuracy: High

  • Range: Short

  • Kingkiller: Yes



Name: CMDR Cannon

  • Type: Cannon

  • Health: Medium

  • Damage: Medium

  • Damage Type: Ballistic

  • Splash: N/A

  • Accuracy: High

  • Range: High max range, high min range.

  • Kingkiller: Yes



Name: CMDR Launcher

  • Type: Launcher

  • Health: High

  • Damage: High

  • Damage Type: Radioactive

  • Splash: N/A

  • Accuracy: High

  • Spread: N/A

  • Range: High

  • Effect: Shockwave - Splash
              damage at 3 stacks

  • Kingkiller: Yes



Name: Defensive Shroud Applicator

  • Type: Building

  • Health: High

Affect: Applies a shroud to Proximity Patrol Mine spawners, making them untargetable.


Name: Draconian CMDR Portal 

  • Type: Portal

  • Health: High



Name: Defense Wall

  • Type: Wall

  • Health: Medium



Glossary


Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, but the goal is to convey easily to players which turrets they can outrange and which turrets may be firing on you from a considerable distance away.

  • Very Short = Easily out-ranged.

  • Short = Out-rangeable.

  • Medium = At least the same range as the player but generally not much more.

  • High = Will easily outrange the player hull.

  • Very High = Will cover a significant portion of the target.


If the arc is not specified then it has a 360 degree arc.





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